Currently working on an university project where we want to implement AR Navigation on Campus, your tutorial saved us. Thanks! Looking forward to more tutorials :)
@@kishorevv1441 If you give me your contact infos, I can hand them over to our developer. But we switched from Unity to an Swift IOS App and now work with ARKit, Worldmaps etc.👌🏻
Thank you for your tutorial.. Currently i been working to a project where i need to implement AR navigation around my workplace. I look forward for your next tutorial content :)
@FireDragonGameStudio THANK YOU! I RECENTLY PASSED MY FINAL THESIS DEFENSE BECAUSE OF YOUR TUTORIAL! Thank you for your active response to the comments and thank you sharing your knowledge to the students who wants to learn Unity and AR. May this message find you! I'm very thankful to you!
Great tutorial and thanks. Working on a similar idea. If the the user’s position can be determined by a marker or a qr code and then destination can be selected from list of multiple targets. But struggling a bit. Looking forward to your follow up video.
Hello I implemented according to your video but in my case for a longer path the indicator resets to the start point or somewhere behind the current position and as a result of which the path goes beyond the destination. Is it because of numbers of corners in that path? Please help me out .
@@firedragongamestudio Thank you so much for reverting back. I am implementing this on my college floorplan . It is working well for others paths but for this one path which is a straight passage/hallway the indicator resets. Although when I am trying to run on a different open space environment for the straight path it does not reset. So I am not able to understand as to way this might be happening. I request you to please guide me through this issue.
Hey, we've followed this tutorial completely, bt right now when you open the app, the camera does open bt we can't see the path or the line renderer. Can you help us? @FireDragonGameStudio
at 19:55 you say to copy and paste the code from repo, but I'm unable to locate the properly named file to copy its contents in to the script, PLZ help. what is the file named to be used?
it's within the initial commit and named SetNavigationTarget.cs Nevertheless I'd recommend to go through all the parts of the tutorial and finish everyhing regarding the refactoring. After that you can use the repo and everything you learned to it's full extend 😃
Very good question. The "secret" of this very simple approach is, that there is actually no real matching of room position/rotation, except for the starting position/rotation. Based on the starting position/rotation all locomotion is done via SLAM. This means the smartphone camera calculates the movement based on features found in the camera stream. If the feature detection fails or doesn't yield good results, the smartphone gyro and acceleration sensors will contribute to motion detection too. As a result, this approach works best in a feature rich environment. The next tutorial (hopefully released next week) will show how to recenter the virtual position with the help of QR code scanning, when the motion detection shifts or tracking is getting lost for various reasons. :)
Hello once again! What type of project you used in this video? there are different types of project before you start to configure the project settings?
Hi, I want to ask what if the indicator sphere sunddenly missing from the minimap in game. However in the scene I still can see the indicator sphere. What should I do?
Hello. Huge respect from India. Your content helped me a lot to complete my academic project which is to build the Augmented Reality Indoor Navigation system to our college premises. One part is done just now. Can you please help me to do some new add-ons like Drop Down Lists to select the destination and map through this app.
I have made it, but the direction of the room in Unity and in the real world is reversed, how can the rotation in Unity match the real world. I mean in the real world I should be walking forward,But in my application it is directed backwards
@@abhinayreddykothapally1445I'm also working on my campus project, and the time is also very close😢, I'm looking for a solution. How do we talk On WhatsApp?
Thanks for this great video. I have only a problem. There are no errors and I made everything according to the tutorial. But if I build it, I can't connect it with AR camera. When I run the app on my phone, the Unity model comes out, not the camera. Do you know the reason?
Hi, there may be an issue with either your app privileges (camera permission) not set correctly for camera use, or your phone does not support ARCore. Pls make sure to check it :)
@@firedragongamestudio Thank you!! Now, i can use the indoor navigation with ar camera!! It took a really long time to make it. I think I watched your video series a thousand times in two months.(cuz i cannot understand english well..) I'm so happy today. Thank you for your kind reply and video.
Bro ARcore camera is not working on my android phone I have Vivo YT21. Its not supported by AR. 1)Do I have to use AR supported android phone ? 2) Can I use Vuforia instead of AR session and camera. ? 3) If I use this vuforia do i have to change anything in the settings you done in your video. and I finally cleared the compiler error. thank you bro.
Wild guess: The canvas is in the wrong position, or the camera doesn't show the right layers. You can compare with the github repo in the pinned comment, or the video description 😃
Hello again! If I have a scanned object because I used a lidar scanner to map the area, does it need to have Environment, Wall Cubes and etc? or I just make that object as is? I know this is not relevant to the video but I still follow the video.
so i have been following your video from the beginning to the end however i am facing an issue , the direction is appearing on the device but its very small , im unable to figure out what is the reason behind it whether there is an issue with the indicator or ar camera
After building the apk, my phone only shows the game view as it is I.e.a minimap . I think my app is unable to get the access of my phone camera. I've checked all the permissions. But it's still not working. Please please help me with this
@@firedragongamestudio It worked..Thanks:) But im facing orientation of walking direction i.e. when im walking straight, the indicator is moving leftwards. Also, its not working in real time.
Can I utilize this way for some large scale application? Such as an office floor? Should my dimensions be Real-life measurements or can I just use a foundation plan and build for it?
You'll have to use real life measurements, but just place simple geometry as often as possible. Already built this for a university campus and 5 floors and it works quite well :)
@@firedragongamestudio I did exactly like in the video but i ran into an issue. in the mini map, when i move around and came to starting point, the indicator is elsewhere. and the green cube cannot be found. the indicator line is red (not purple). also, when rotate the phone, the indicator moves!?
@FireDragonGameStudio If I'm making model in blender or by the same method then would there be any measurement issues? like length of the collidor or room?
@@firedragongamestudio Actually while navigating through a hallway it's getting reset back to the starting point and the only difference I can find is there are no or few corners in the navigation mesh of hallway compared elsewhere in the nav mesh
Hi it's me again! Thank you for the answers you gave last 3 weeks ago I have another question, whenever I start the app in the unity using the start button the sphere began starting to other area instead of the starting place? I don't know what's the problem with it do you have any idea what's the problem with it? Plus the version of this tutorial is pretty much outdated since unity changed some parts of the AR Camera now it is an XR Origin and they are using Tracked Pose Driver instead of AR Pose Driver (Input System) I might guess that might the problem why my sphere starts to different area instead of its designated starting point. I hope you answer this because the tutorial was really helpful and I learned a lot. I just need more answers ;-; thank u
Hi :) I already updated the github repo to Unity 2022.3 a few months ago and as far as I could test it, everything should work. The changes are minor and can be extracted via the github repo. For your problem, is your starting place at 0,0,0? Because in the editor, the XROrigin + Sphere should usually be at 0,0,0.
@ FireDragonGameStudio big fan of your work. However, the arrow path is not displaying on the phone, how can I fix it? And do you have any method to display the arrow on the sample scene on unity to see if its guiding correctly?
Do you have any tutorial on how to install the applications and libraries that I need and so that I can start and follow this guide? Thank you! I am currently working on a thesis and this tutorial is somewhat useful!
It's basically just Unity and the Android components (docs.unity3d.com/2022.3/Documentation/Manual/android-sdksetup.html). The rest should be covered in the setup chapter of the video :)
20:02 >>How do you add that, what buttons do you give it, if you could know, I don't know how to do it, could you please help me. -Assets\Scripts\SetNavigationTarget.cs(7,6): error CS0246: The type or namespace name 'SerializedFieldAttribute' could not be found (are you missing a using directive or an assembly reference?) -Assets\Scripts\SetNavigationTarget.cs(7,6): error CS0246: The type or namespace name 'SerializedField' could not be found (are you missing a using directive or an assembly reference?) -Assets\Scripts\SetNavigationTarget.cs(9,6): error CS0246: The type or namespace name 'SerializedFieldAttribute' could not be found (are you missing a using directive or an assembly reference?) >>It tells me this in unity, when I do what you say at 21:19
@@mcbeepo hi, just for others who might read this comment: the default shortcut for opening suggestions in VS is CTRL+. For the black screen, there might be something wrong with your permissions. Sometimes a redeploy fixes this issue.
When i go to create the AR session Origin i don't see it, i only see AR Session which doesn't have a camera object and XR Origin (mobile AR) which isn't anything close to what is on the tutorial, i tried using these two because they where the closest resemblance too what you have. If i did anything thing wrong or if there is something that i haven't installed please let me know i would greatly appreciate it!
You'll have to choose XR Origin (mobile AR). The AR Foundation used in this tutorial is older, but the repo (link is in the description box) is already using a newer version.
I have made a plan according to real dimensions. And the line has appeared. But why doesn't the target direction match the one in Unity? For the environment, I have rotated it based on the X Y Z axes, but...The target location does not match. My smartphone already supports arcore
When you are placing the game objects of wallls on floor plan,you are talking about a view to that is giving you 2d view of walls from top ,i just want to know that
Hello sir i did everything what you do but sir in my case it not cover the full distance. I mean sir it cover the distance before the destination. Plz sir help
Hey! If the user changes their location, does the code automatically adjust the new path and give new directions to the point instead of sticking to a predefined route?
Thank u so much but a problem occured for me after I render th output ..When opening the app a black screen is appearing the camera is not working ...Is there any solution for this .??
@@firedragongamestudio thank you camera worked but the cube is not static and is moving along with the camera ...I made the target cube static but still it's moving along us ...Is there any solution for this..???
@@santoshaji6770 If you followed the tutorial everything should work. Does your device support ARCore? You can try to implement the second part of the tutorial or get the github repo too.
'NavMeshSurface' does not contain a definition for 'IsPartOfPrefab' and no accessible extension method 'IsPartOfPrefab' accepting a first argument of type 'NavMeshSurface' could be found (are you missing a using directive or an assembly reference?) I'm getting above error while creating SetNavigationTarget script. Could yo pease help me with that.?
I'm not quite sure, what exactly you're doing, but maybe you're just missing the using UnityEngine.AI; statement. Pls note, that newer Unity versions handle the NavMesh "package" differently.
hello, Excellent Project , I imported a 3d model instead of making a png map like shown in the video ,cause i've also created a 3d model of the room in revit application and then imported it in unity ,so should i follow the rest of the video . Because i didn't get how u created a map on paint did u just drew a room layout without considering its actual dimensions .
hi, you can just continue. the minimap creation is not a crucial part of the project. i drew the map in a scaled way, considering it's dimensions, but stretching the plane in the editor afterwards. just like a real map ^^
@@firedragongamestudio oh i get it now , also u scaled your floor(cube) to 6 on the x and 3 on the z axis so does that mean your room is 6 m and 3 m in length and breadth if so than 1 m = 1Unity unit , also thankyou for responding earlier
This is crazyyy my phone doesn't support Google Play Services for AR ,it is available for all realme(brand name) phone except for the model i have that is realme 8i . i can't run my AR app :(
Hi, I'm working on a little treasure hunting game for a family event, and it looks really great, thank you. I'm just wondering, how you set up the starting point in your app? you have to stand on the starting point? How the app knows the direction? I'm a developer with 10+ yrs of experience, but zero in mobil, AR, or unity :) The measurement in unity is tryin to be accurete, to the real world, and this is how the upp scale it right, or you set it up manually by trying again and again? thank you!
Hi, yes you're right. The starting point must exactly be the same point, as where you start the app. And the measurements must bei equal to the real world. In the further parts a mechanism for matching your real world point to a point within the app is implemented. I call it "recenter" and you should check it out to expand your treasure hunting game 😊 Pls send a video link, after you're done implementing, I'm curious 😃
@@firedragongamestudio thanks. I didn't realize yesterday that there are other videos, I'll watch all of them. It's for christmas, and I have to put some tasks to make a real game, so I have a lot of things to do, but I'll write you when I'm ready, thanks again!
@@firedragongamestudio hey, sorry to interrupt, I've started to implement your great tutorial, I've just stucked at the nav mesh generating. It doesn't or it's there, just we can't see. I've tried to google it, settings all looks ok. No idea. made a video, if you - or anybody - has 2 minute to watch, I would be pretty greatful, ruclips.net/video/CuVCC006QgI/видео.html
@@firedragongamestudio hey thank you for your time, it's pretty lame.. I've asked on stack overflow too, idk maybe there is a community behind unity as behind blender? It would be helpful in the beginning.
Greetings, do you have a course on indoor navigation on any platform, and can more options be programmed, to use it as a guide within a place? I would like to know.
Hi :) Unfortunately there is no course, I'm just doing this for fun in my free time, which explains the long pauses between the videos. The guidance idea of yours is totally possible. Check out the second part of the tutorial, this should help you with your project :)
I got 4 errors in unity whatever program i build 1)The option setting 'android.enableR8=false' is deprecated. It will be removed in version 5.0 of the Android Gradle plugin. You will no longer be able to disable R8 2) * What went wrong: Execution failed for task ':launcher:packageRelease'. > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade > com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "C:\Users\pooja\.android\debug.keystore": Invalid keystore format 3)gradle build failed 4)Build completed with a result of 'Failed' in 26 seconds (26226 ms) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) what do i do Anyone if you know please answer me
hey there, great tutorial. May I know why I am i unable to find the Android tab under Player Settings. All I have is settings for windows, dedicated server and WebGL. Thanks in advance
Thankyou! Its a great tutorial. Does it work for a imported 3D model, will the minimap parameters still be same? and do we need to add layers even when the model is imported?
@@MeghaKallihal check your camera permissions. Try uninstalling the app in your mobile device and redeploy again. It sometimes fails to ask for permissions.
Hi brother, ive created a 3d model based on my floorplan using sketchup. the measurements for the floorplan in cm and ive built it based on that measurements. now when i import the model into unity, did i need to change any settings for the model or just import it? cuz ive imported before and and did not change any settings, but still my system can't show the line. im thinking maybe because of the real world position. im confused about the real world position of my 3d model. enlight me with correct steps or guidance maybe.thanks
check your startpoint + orientation and make sure they are matching your model orientation. the next videos of this series will deal with a approach on how to "recenter" yourself in the virtual environment.
hi i am not able to view the camera... the main camera... i am using xr origin instead of ar session origin... thats the problem please help me resolve this
It's actually a 3D model out of cubes which I built, based on the real world measurements. It's "mapped" via a predefined starting point, aka where you start the app. In further videos this "recentering" will be done with QR codes and for the 3D model data you can use a scan from iPhone, Hololens or Quest3 too :)
Hello! I have a problem with my Main Camera in my Unity it doesn't open it stays black despite I have XR Plugin Google ARCore ticked on but whenever I build and run and open my application it still shows black screen I already enable the permission to use my camera and still doesnt show. I am currently using version 2022.3.11f1
Remove the app from your phone and reinstall it. Sometimes Unity messes things up. Otherwise an update to the latest LTS version of 2022.3 may fix your problem.
is it possible to add some place options using buttons. When option 1 is clicked it will show location 1, if you click option 2 then location 2 will appear
sure, I'll actually do that in a later part of the series, showing the various "locations" of a scenery with multiple floors. the debug UI uses buttons for this :)
Hi I’m currently working in indoor navigation app but my unity software doesn’t have android settings under player in project setting . Can you help me how to fix this problem
hey FireDragon, thx for the tutorial, do you know anything about "Spatial Anchors"? Those where the AR App after it scans the envirenment knows where the user is, so that we don't need a QR code for the startin point?
Hi, thx for the feedback 😃 yes I know about them and how they can be used. But I wanted to keep this tutorial series as simple as possible. Feel free to extend the sample with anchors. I'll consider them for a separate tutorial in the future 😃
@@firedragongamestudio thx for your respone ^^ Do you know if ARcore CloudAnchors work for bigger buildings with multiple floors and rooms? And which one of those should I use: googles cloudanchors or azures cloudanchors or does apple also have one? and am I good to go when I just chose one of those and try to make them work on ios and android with ARfoundation? sooo many questions 🙊
Yes, you can use the AR template and no I created everything from scratch. But it doesn't really matter, as the AR template is only a template, using the AR Foundation stuff ^^
Hello. So I measured the rooms of my house and I used paint to represent the map. I got to a resolution of 1380x690, but when I Run the app on the phone, my characters moves almost instantly to another room. I tried changing the scale of the "Environment", then I baked again in the navigator. It somehow made a difference but the character doesn't move accurately in the minimap. If I go left, it goes right, and things like that. I don't think it's a bout the rotation, because the logic somehow changes. I would like to ask you how can I modify the scale. Was the changing of the scale of the environment the right approach? Do you have any other suggestion? And why do you think the navigation doesn't work properly.
@@firedragongamestudio I think I need to recreate the map with cubes in unity. From what I read in the comments regarding your responses towards that question, I saw that I need the scale to be 1:1. So basically if a cube is 1 unit, it's one meter in real life. But I need to do that. Thanks
@@samarshrestha5068 Yes, it did help. You must have the real life scalings. One very important thing, is that you must start the app and hold your phone at the right angle. For example I said that If I move left, the app shows that I go right. You can solve that by holding your phone in different positions when you start the app. The origin of your starting point sets itself after you start the app, so the accuracy is based on how you found the "sweet spot" when starting the app
Thank you so much for making this tutorial! however, when I tried to implement it on my own and import to my iPhone, the minimap is not displayed on the screen, what displayed instead is a white plane in the mid air, what might be the cause?
Good question, usually the moment you start the app on your phone, your phone itself becomes the world origin (0,0,0), so if you placed the white floor plane on y=0 is floats mid air. Check the other videos of the series, there are unfortunately a few of this small quirks.
Hello, I followed exactly the same steps as shown in this video I did clicked 'build and run' but my indicator isn't initializing, it isn't tracing camera's movement, isn't showing augumented path. Unable to solve the problem please guide.
Hello, I am getting kind of logical error when I run the application to in my phone. the directions from the min map(top downcamera) are correct but the ones showing on the AR camera are opposite compared to the one from the minmap
The most likely reason is your starting rotation, when launching the app. You'll have to align yourself to be precisely standing like you set up everything in the editor.
Hi, well I guess a good starting point would be to watch these 5 tutorial videos.😃For your project, you can basically use everything presented here for indoor and outdoor usage, as this implementation relies on camera footage and default smartphone sensors. The later videos will introduce QR Codes for, what I call, "Recentering", which is basically smth like an anchor for 3D data to real world points. But you'll have to create some kind of simple 3D representation of your environment, this will be a very demanding task.
The target cube and the sphere is getting placed. Even the mini map is working but the path is not visible. Only the objects are getting placed. Any idea how to resolve this?
Hi, that can happen if the Y position of the line renderer is too low. The next videos (!) will address this issue. The only things that must be changed are the floor plan graphic itself, the walls and the navigation targets. All the scripts are designed to work independetly.
While I click build and run I'm getting two messages as Android NDK not found or invalid. Please, fix it in Edit / Unity -> Preferences -> External Tools And No Adaptive Performance provider package installed. Adaptive Performance requires a provider to get information during runtime. Please install a provider such as Adaptive Performance Samsung (Android) from the Adaptive Performance Settings. what should i do? I'm using unity version 2022.3
any idea how to create/draw the map after measuring the room? I drew a map but when i walk, i go farther than expected and the distance i walk aren't accurate
Either use a 3D scanner like LiDAR or a Hololens/MagicLeap for meshing with a device. The other way would be to just do it like I did it here and create cubes, which match the environment exactly.
Answered multiple times in the comments and in the video itself. Check with InEditor debugging (introduced in the next videos) if a path is generated by NavMesh.
Hello I'm back again I tried to create this using the latest version and I find some problems in XR Origin I did this tutorial step by step and then I build it and open the app the output just shows blank showing the skybox of the unity layout and I cant see my minimap and not opening my camera or somewhat I can't find fix in the forums :( how do I fix this?
Hello! It`s really great tutorial. But, when i tried to do this, when i start an application on my phone, it crashes or it shows only black screen. What i need to do? I use 2021.2.3f1 version of Unity. I test an app on Xiaomi redmi note 8 pro
Hi One query please - Does size of the floor plan matter ? How is the real world room size being matched to floor plan ? I mean how the length of the room will same as we created in unity ?
@@firedragongamestudio hi I did the same, but on ground the line is not getting aligned with the floor map.Any suggestion on how to calibrate the real world dimensions.
@@eshanverma1496 There is an issue where the Y position of the line doesn't match the tracked world. I'm addressing this in one of the following videos, so make sure to watch them 😃
This video is just the first part of a 5 video series. The next videos will answer your question about floors and yes it will also work without exact measurement, but don't blame me if someone is hitting a wall or a door 😉
Nice tutorial. What approach would be the best if we want to have multiple destinations and the user has to choose which location he wants to go to? How can we set NavigationTargetObject at runtime?
Thank you 😃 I tested a similar idea with QR codes as starting points and predefined targets. It's mentioned in the video as well, using ZXing (which I learned is actually pronounced Zebra Crossing 😳). All that's to change is the target for path calculation by scripting.
@@firedragongamestudio Ok Thanks, I will look into ZXing. One thing I wanted to ask is if my position is fixed and I added UI buttons on my canvas for different rooms, will I be able to change the TargetCube(NavTargetIndicator) passed to Indicator based on the button click?
sir i am getting this error when i am trying to build UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in :0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0 UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
as you rotate the floor cube by 180 degree but still its axis are in same direction only,but when i rotate my floor cube then my axis also gets rotated by 180 degree,can we plse tell me how to do it in your way?
Hi I'm back again with a new problem. My Line Renderer has appeared at a minimum with a direction that is probably right for the target object. But line Renderer does not appear in my camera and indicator My sphere didn't move at all, even though I was moving in the real world. Ar foundation and Ar core have been installed according to the video😢
Hi Great tutorial. How can I add sceled(measured) room map in unity. Because when I implemented measurement was not good. Also navigation line also not visible. could you please help me.
Hi, thx :) My room map is not scaled at all. It's the real measures in meters. The line renderer may not generate th path in your case, pls check the navmesh calculation and your agent if everything is set up properly.
Thankyou for posting videos, it really helps me alot. I'm having a issues in my project, do i need to test the app at the same place and i configured the line renderer where the origin i fixed , but the line is not rendering in real time environment. please help me to sort this issue.
you'll have to generate 3D data at least. there are various ways to do that. your react native app could e.g. create gltf or simply a json file and then generate the room procedural in unity.
@@firedragongamestudio Hey are you active on any other platform where we can get in touch??? actually I'm new to this thing and often get stuck in some basic issues!!!
@@firedragongamestudio The NavMesh may not be generated properly as the ratio between Agent size and voxel size is large. Try setting voxel size to larger than 0.019. can you please help with this?
@@tallalaazmi1287 Hi, sry I don't provide support via mail or LinkedIn, as this is a free time project. Technical stuff or features can be requested here in the comments section for future tutorials, but everything else is up to the person further developing based on this tutorial. For the NavMesh issue I'd recommend the second part of this tutorial, where I show in-Editor debugging.
Currently working on an university project where we want to implement AR Navigation on Campus, your tutorial saved us. Thanks! Looking forward to more tutorials :)
Hii , we too working on same project , Can we have a discussion online renderer
@@kishorevv1441 If you give me your contact infos, I can hand them over to our developer. But we switched from Unity to an Swift IOS App and now work with ARKit, Worldmaps etc.👌🏻
@@nkl1999 Thank you so much if i need any info i will contact u
@@kishorevv1441 Hi there! We are working on the same project, Can you help us with our doubts.
hi guys...Im also working on the same project. I have some doubts.Can anybody help me with that ?
Thank you for your tutorial.. Currently i been working to a project where i need to implement AR navigation around my workplace. I look forward for your next tutorial content :)
@FireDragonGameStudio THANK YOU! I RECENTLY PASSED MY FINAL THESIS DEFENSE BECAUSE OF YOUR TUTORIAL! Thank you for your active response to the comments and thank you sharing your knowledge to the students who wants to learn Unity and AR. May this message find you! I'm very thankful to you!
Congratulations 🎉 and you're welcome! Glad I could help 😊
Thank you for the good work! Absolutely love it 😊
Great tutorial and thanks. Working on a similar idea. If the the user’s position can be determined by a marker or a qr code and then destination can be selected from list of multiple targets. But struggling a bit. Looking forward to your follow up video.
The follow-up tutorial is now online and will hopefully help you with your project
😃 -> ruclips.net/video/C7TNBybSOq0/видео.html
Hey were you able to complete it ? I am working on a similar project. can you help me out ?
Hello I implemented according to your video but in my case for a longer path the indicator resets to the start point or somewhere behind the current position and as a result of which the path goes beyond the destination. Is it because of numbers of corners in that path? Please help me out .
Sounds more like a tracking issue. You sure, that the path length is the problem?
@@firedragongamestudio Thank you so much for reverting back. I am implementing this on my college floorplan . It is working well for others paths but for this one path which is a straight passage/hallway the indicator resets. Although when I am trying to run on a different open space environment for the straight path it does not reset. So I am not able to understand as to way this might be happening. I request you to please guide me through this issue.
Hi Isha,
Can we get along to implement this project. I am doing the similar thing, in my case the line renderer not shoiwng
How did you solve the issue of the line renderer not displaying?
@@ameeransar5297
Hey, we've followed this tutorial completely, bt right now when you open the app, the camera does open bt we can't see the path or the line renderer. Can you help us? @FireDragonGameStudio
Maybe the line is too low?
at 19:55 you say to copy and paste the code from repo, but I'm unable to locate the properly named file to copy its contents in to the script, PLZ help. what is the file named to be used?
it's within the initial commit and named SetNavigationTarget.cs Nevertheless I'd recommend to go through all the parts of the tutorial and finish everyhing regarding the refactoring. After that you can use the repo and everything you learned to it's full extend 😃
@@firedragongamestudio there is no SetNavigationTarget.cs in the repo sir, plz check sir
Thank you for your tutorial.But I can't understand how the virtual room matches the actual room position and rotation, can you explain it?
Very good question. The "secret" of this very simple approach is, that there is actually no real matching of room position/rotation, except for the starting position/rotation. Based on the starting position/rotation all locomotion is done via SLAM. This means the smartphone camera calculates the movement based on features found in the camera stream. If the feature detection fails or doesn't yield good results, the smartphone gyro and acceleration sensors will contribute to motion detection too. As a result, this approach works best in a feature rich environment. The next tutorial (hopefully released next week) will show how to recenter the virtual position with the help of QR code scanning, when the motion detection shifts or tracking is getting lost for various reasons. :)
Hello once again! What type of project you used in this video? there are different types of project before you start to configure the project settings?
a normal 3D Core project will do :)
I have additional question can i use Lidar Scanner 3d for mapping?
For me AI Navigation option is not found and when i click on bake the button is not enabling
Install unity version 2021.2.3
AI navigation is a separate package in newer unity versions. pls install this additionally from the unity packages, from within package manager.
what template did you use? AR core or 2D/3D universal? Thank you for the answer...
@@mangawangjerryyanc.220 3D Universal
@@firedragongamestudio OKAY, THANK YOU I WILL START DOING THIS TO SEE IF IT WILL WORK ON 2021.3.45F1 VERSION OF MINE
Hi, I want to ask what if the indicator sphere sunddenly missing from the minimap in game. However in the scene I still can see the indicator sphere. What should I do?
Check near/far plane of the minimap camera, or maybe there is some kind of occlusion happening?
Hello. Huge respect from India. Your content helped me a lot to complete my academic project which is to build the Augmented Reality Indoor Navigation system to our college premises. One part is done just now. Can you please help me to do some new add-ons like Drop Down Lists to select the destination and map through this app.
hey how did you implement the minimap in the indicator my source code only has the position but cannot be applied on the hierarchy
Hello, does all your used apps to complete this task is free ?
Hie, Nice Tutorial, but my issue is that i am unable to see the target cube as well as the line so what is the issue, can you please let me know?
Check the other parts of this series, I explain a few things for debugging there.
I have made it, but the direction of the room in Unity and in the real world is reversed, how can the rotation in Unity match the real world. I mean in the real world I should be walking forward,But in my application it is directed backwards
Hlo could pls help me 😢
I have due date very near 😢
@@abhinayreddykothapally1445I'm also working on my campus project, and the time is also very close😢, I'm looking for a solution. How do we talk On WhatsApp?
@@dandi_saputra bro same working on same project i have to present it in 2 months
Just rotate your whole environment or start your app while being rotated in the offseted angle in the real world. That should fix it for starters.
One more question. If i am going too use minimap. do i have to use 2 ar camera ? is it okay ?
Just one AR camera, the minimap camera can be a normal camera, which renders to a render-texture. The next parts of this tutorial will cover this.
I want to ask why my line do not appear?
Thanks for this great video. I have only a problem. There are no errors and I made everything according to the tutorial. But if I build it, I can't connect it with AR camera. When I run the app on my phone, the Unity model comes out, not the camera. Do you know the reason?
Hi, there may be an issue with either your app privileges (camera permission) not set correctly for camera use, or your phone does not support ARCore. Pls make sure to check it :)
@@firedragongamestudio Thank you!! Now, i can use the indoor navigation with ar camera!! It took a really long time to make it. I think I watched your video series a thousand times in two months.(cuz i cannot understand english well..) I'm so happy today. Thank you for your kind reply and video.
@@userzummm Glad it's working now 😊 I'd love to support you language-wise, but my Korean is barely good enough to say hello and order food 😅
Bro ARcore camera is not working on my android phone I have Vivo YT21. Its not supported by AR.
1)Do I have to use AR supported android phone ?
2) Can I use Vuforia instead of AR session and camera. ?
3) If I use this vuforia do i have to change anything in the settings you done in your video.
and I finally cleared the compiler error. thank you bro.
1) Yes
2) Yes, but with extended tracking and a few adjustments
3) The general setup will differ, but the most parts are the same.
@@firedragongamestudio Thank you so much for the reply
21.12 , why don't i show up top down camera and nav target object, the script is the same
Wild guess: The canvas is in the wrong position, or the camera doesn't show the right layers. You can compare with the github repo in the pinned comment, or the video description 😃
Hello again! If I have a scanned object because I used a lidar scanner to map the area, does it need to have Environment, Wall Cubes and etc? or I just make that object as is? I know this is not relevant to the video but I still follow the video.
You can just use it, no modifications necessary :)
hello, thanks a lot for the nice video. may you know how android phone tracks your movement as you walk around? Use camera, GPS or Wifi?
Hi, the tracking is camera based with a SLAM algorithm. Details can be found here: developers.google.com/ar/develop/fundamentals
so i have been following your video from the beginning to the end however i am facing an issue , the direction is appearing on the device but its very small , im unable to figure out what is the reason behind it whether there is an issue with the indicator or ar camera
After building the apk, my phone only shows the game view as it is I.e.a minimap . I think my app is unable to get the access of my phone camera. I've checked all the permissions. But it's still not working. Please please help me with this
I guess there is an issue with your build settings. Check out the second part of the tutorial, as well as the GitHub repo. This should work.
Same issue... can only see the minimap and not the camera streaming. Please help!
@@firedragongamestudio Still not working :(
Pls check if your smartphones support ARCore! The GitHub repo should work, otherwise i don't really know what could cause this problem.
@@firedragongamestudio It worked..Thanks:)
But im facing orientation of walking direction i.e. when im walking straight, the indicator is moving leftwards. Also, its not working in real time.
Hey, can you suggest any platform or method for taking measurements.
@@yumainakhan9870 ARCore on Android or ARKit on iOS
Can I utilize this way for some large scale application? Such as an office floor? Should my dimensions be Real-life measurements or can I just use a foundation plan and build for it?
You'll have to use real life measurements, but just place simple geometry as often as possible. Already built this for a university campus and 5 floors and it works quite well :)
@@firedragongamestudio how does this works with multiple floor structure?
@@LEVELSTAIROfficial yes, check the follow up videos, I show how it's done there :)
@@firedragongamestudio I did exactly like in the video but i ran into an issue. in the mini map, when i move around and came to starting point, the indicator is elsewhere.
and the green cube cannot be found. the indicator line is red (not purple).
also, when rotate the phone, the indicator moves!?
For any minimap ur code is applicable
@FireDragonGameStudio If I'm making model in blender or by the same method then would there be any measurement issues? like length of the collidor or room?
as long as teh Blender settings are set to 1 unit = 1 meter and the scaling is correct -> No issues :)
What version of Unity did you use?
For this specific tutorial 2021.3, but there is a tutorial for Unity 6 on my channel too :)
i cant Insert the top down camera and the targetcube to the indicator hierarchy I've followed your steps maybe the code has an error?
Feel free to check out the github repo :)
The indicator position is resetting automatically. Is there any distance limitation because of which this mightbe happening. Please help me out.
Yes facing the same issue please help out
usually this should not be a problem. Check the path calculation and the NavMesh bake.
@@firedragongamestudio Actually while navigating through a hallway it's getting reset back to the starting point and the only difference I can find is there are no or few corners in the navigation mesh of hallway compared elsewhere in the nav mesh
Hi it's me again! Thank you for the answers you gave last 3 weeks ago I have another question, whenever I start the app in the unity using the start button the sphere began starting to other area instead of the starting place? I don't know what's the problem with it do you have any idea what's the problem with it? Plus the version of this tutorial is pretty much outdated since unity changed some parts of the AR Camera now it is an XR Origin and they are using Tracked Pose Driver instead of AR Pose Driver (Input System) I might guess that might the problem why my sphere starts to different area instead of its designated starting point. I hope you answer this because the tutorial was really helpful and I learned a lot. I just need more answers ;-; thank u
Hi :) I already updated the github repo to Unity 2022.3 a few months ago and as far as I could test it, everything should work. The changes are minor and can be extracted via the github repo. For your problem, is your starting place at 0,0,0? Because in the editor, the XROrigin + Sphere should usually be at 0,0,0.
@@firedragongamestudio Thank you so much!!! :))
@
FireDragonGameStudio big fan of your work. However, the arrow path is not displaying on the phone, how can I fix it? And do you have any method to display the arrow on the sample scene on unity to see if its guiding correctly?
Hi, thx for the feedback. Just check out the next part of the tutorial, it should answer your questions 😃
@@firedragongamestudio many thanks, mate
@@firedragongamestudio By the way, do you have any tutorials on how to implement this AR navigation when travelling up or down the stairs?
@@dieulam2830 No, unfortunately not. I'm currently thinking about doing smth like this but we'll see ^^
@@firedragongamestudio so do you have any approach ideas in mind to do the stairs things?
Do you have any tutorial on how to install the applications and libraries that I need and so that I can start and follow this guide? Thank you!
I am currently working on a thesis and this tutorial is somewhat useful!
It's basically just Unity and the Android components (docs.unity3d.com/2022.3/Documentation/Manual/android-sdksetup.html). The rest should be covered in the setup chapter of the video :)
20:02
>>How do you add that, what buttons do you give it, if you could know, I don't know how to do it, could you please help me.
-Assets\Scripts\SetNavigationTarget.cs(7,6): error CS0246: The type or namespace name 'SerializedFieldAttribute' could not be found (are you missing a using directive or an assembly reference?)
-Assets\Scripts\SetNavigationTarget.cs(7,6): error CS0246: The type or namespace name 'SerializedField' could not be found (are you missing a using directive or an assembly reference?)
-Assets\Scripts\SetNavigationTarget.cs(9,6): error CS0246: The type or namespace name 'SerializedFieldAttribute' could not be found (are you missing a using directive or an assembly reference?)
>>It tells me this in unity, when I do what you say at 21:19
ok, i fix it, but on the phone, everything appears black, except the minimap
@@mcbeepo hi, just for others who might read this comment: the default shortcut for opening suggestions in VS is CTRL+.
For the black screen, there might be something wrong with your permissions. Sometimes a redeploy fixes this issue.
When i go to create the AR session Origin i don't see it, i only see AR Session which doesn't have a camera object and XR Origin (mobile AR) which isn't anything close to what is on the tutorial, i tried using these two because they where the closest resemblance too what you have. If i did anything thing wrong or if there is something that i haven't installed please let me know i would greatly appreciate it!
You'll have to choose XR Origin (mobile AR). The AR Foundation used in this tutorial is older, but the repo (link is in the description box) is already using a newer version.
I have made a plan according to real dimensions. And the line has appeared. But why doesn't the target direction match the one in Unity? For the environment, I have rotated it based on the X Y Z axes, but...The target location does not match. My smartphone already supports arcore
It depends how and where you started. This is a very important limitation of this project.
Hello,which view are you talking about,for easier placement of gameobjects over floorplan,and please tell how to enable it?
not quite sure, what you're referring to... 🤔
When you are placing the game objects of wallls on floor plan,you are talking about a view to that is giving you 2d view of walls from top ,i just want to know that
@@prabalsharma7240 ah ok, yes I'm just talking about the mini map.
Hello sir i did everything what you do but sir in my case it not cover the full distance. I mean sir it cover the distance before the destination. Plz sir help
Check the path calculation within the code, maybe smth went wrong with the NavMesh bake.
Hey! If the user changes their location, does the code automatically adjust the new path and give new directions to the point instead of sticking to a predefined route?
Yes
Thank u so much but a problem occured for me after I render th output ..When opening the app a black screen is appearing the camera is not working ...Is there any solution for this .??
Hmmm... Maybe the camera permissions are not right?
@@firedragongamestudio thank you camera worked but the cube is not static and is moving along with the camera ...I made the target cube static but still it's moving along us ...Is there any solution for this..???
@@santoshaji6770 If you followed the tutorial everything should work. Does your device support ARCore? You can try to implement the second part of the tutorial or get the github repo too.
Will there be changes in the script to access my android device camera??
No not really. The access should be possible when enabled in build settings.
'NavMeshSurface' does not contain a definition for 'IsPartOfPrefab' and no accessible extension method 'IsPartOfPrefab' accepting a first argument of type 'NavMeshSurface' could be found (are you missing a using directive or an assembly reference?)
I'm getting above error while creating SetNavigationTarget script. Could yo pease help me with that.?
I'm not quite sure, what exactly you're doing, but maybe you're just missing the using UnityEngine.AI; statement. Pls note, that newer Unity versions handle the NavMesh "package" differently.
hello, Excellent Project , I imported a 3d model instead of making a png map like shown in the video ,cause i've also created a 3d model of the room in revit application and then imported it in unity ,so should i follow the rest of the video . Because i didn't get how u created a map on paint did u just drew a room layout without considering its actual dimensions .
hi, you can just continue. the minimap creation is not a crucial part of the project. i drew the map in a scaled way, considering it's dimensions, but stretching the plane in the editor afterwards. just like a real map ^^
@@firedragongamestudio oh i get it now , also u scaled your floor(cube) to 6 on the x and 3 on the z axis so does that mean your room is 6 m and 3 m in length and breadth if so than 1 m = 1Unity unit , also thankyou for responding earlier
This is crazyyy my phone doesn't support Google Play Services for AR ,it is available for all realme(brand name) phone except for the model i have that is realme 8i . i can't run my AR app :(
@@joshuadanieldsouza oh no :/
@@joshuadanieldsouzado the units in unity work in this way?
I have a query . when you make wall material then what you do to make walls invisible? i didnt get it from the video
Select the Occlusion material from the shaders, when creating a new material.
I have done that but I didn’t understand how you applied it on walls to make them disappear
@@rajaahad1297 just apply the occlusion material to the wall cubes.
Hi, I'm working on a little treasure hunting game for a family event, and it looks really great, thank you. I'm just wondering, how you set up the starting point in your app? you have to stand on the starting point? How the app knows the direction? I'm a developer with 10+ yrs of experience, but zero in mobil, AR, or unity :) The measurement in unity is tryin to be accurete, to the real world, and this is how the upp scale it right, or you set it up manually by trying again and again? thank you!
Hi, yes you're right. The starting point must exactly be the same point, as where you start the app. And the measurements must bei equal to the real world. In the further parts a mechanism for matching your real world point to a point within the app is implemented. I call it "recenter" and you should check it out to expand your treasure hunting game 😊 Pls send a video link, after you're done implementing, I'm curious 😃
@@firedragongamestudio thanks. I didn't realize yesterday that there are other videos, I'll watch all of them. It's for christmas, and I have to put some tasks to make a real game, so I have a lot of things to do, but I'll write you when I'm ready, thanks again!
@@firedragongamestudio hey, sorry to interrupt, I've started to implement your great tutorial, I've just stucked at the nav mesh generating. It doesn't or it's there, just we can't see. I've tried to google it, settings all looks ok. No idea. made a video, if you - or anybody - has 2 minute to watch, I would be pretty greatful, ruclips.net/video/CuVCC006QgI/видео.html
@@tolcserygergely5389 Hi, I'll have a look asap (pretty busy atm) and will post an update here. :)
@@firedragongamestudio hey thank you for your time, it's pretty lame.. I've asked on stack overflow too, idk maybe there is a community behind unity as behind blender? It would be helpful in the beginning.
Greetings, do you have a course on indoor navigation on any platform, and can more options be programmed, to use it as a guide within a place? I would like to know.
Hi :) Unfortunately there is no course, I'm just doing this for fun in my free time, which explains the long pauses between the videos. The guidance idea of yours is totally possible. Check out the second part of the tutorial, this should help you with your project :)
I got 4 errors in unity whatever program i build
1)The option setting 'android.enableR8=false' is deprecated.
It will be removed in version 5.0 of the Android Gradle plugin.
You will no longer be able to disable R8
2)
* What went wrong:
Execution failed for task ':launcher:packageRelease'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
> com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "C:\Users\pooja\.android\debug.keystore": Invalid keystore format
3)gradle build failed
4)Build completed with a result of 'Failed' in 26 seconds (26226 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
what do i do Anyone if you know please answer me
I can't reproduce this neither in Unity 2021.3 nor 2022.2. My wild guess would be to set "Target API Level" to "Android 11.0 (API level 30)".
@@firedragongamestudio thank you for replying bro
hey there, great tutorial. May I know why I am i unable to find the Android tab under Player Settings. All I have is settings for windows, dedicated server and WebGL. Thanks in advance
Sure thing, you'll have to add Android build support to your installation. See Here for further details docs.unity3d.com/Manual/android-sdksetup.html
@@firedragongamestudio got it, thanks a lot man
Hello, great tutorial, but I have some problem with the dimension of the map. How did you dealt with that?, did you use real measurament?
Yes, I used real measurements.
Thankyou! Its a great tutorial.
Does it work for a imported 3D model, will the minimap parameters still be same? and do we need to add layers even when the model is imported?
Thx, yes, yes (but a little different) and yes :)
@@firedragongamestudio Can you suggest on the minimap creation for 3d model? or what are the major changes to be done?
@@MeghaKallihal Well, you'll have to create the minimap based on the model, not the other way round ^^ That aside, everything should work :)
@@firedragongamestudio hey I tried the same, but the camera does not appear when packaged, only the minimap appears on the screen.
@@MeghaKallihal check your camera permissions. Try uninstalling the app in your mobile device and redeploy again. It sometimes fails to ask for permissions.
Hi brother, ive created a 3d model based on my floorplan using sketchup. the measurements for the floorplan in cm and ive built it based on that measurements. now when i import the model into unity, did i need to change any settings for the model or just import it? cuz ive imported before and and did not change any settings, but still my system can't show the line. im thinking maybe because of the real world position. im confused about the real world position of my 3d model. enlight me with correct steps or guidance maybe.thanks
did your problem get fixed? if yes how?
@@samarshrestha5068 nope..still trying to do but same...its just when i walk forward the minimap shows im moving backwards in the map..idk why..
check your startpoint + orientation and make sure they are matching your model orientation. the next videos of this series will deal with a approach on how to "recenter" yourself in the virtual environment.
hi i am not able to view the camera... the main camera... i am using xr origin instead of ar session origin... thats the problem please help me resolve this
Great project!
Can you explain that how the map is connected with the real world, How's the mapping works?
It's actually a 3D model out of cubes which I built, based on the real world measurements. It's "mapped" via a predefined starting point, aka where you start the app. In further videos this "recentering" will be done with QR codes and for the 3D model data you can use a scan from iPhone, Hololens or Quest3 too :)
Hello! I have a problem with my Main Camera in my Unity it doesn't open it stays black despite I have XR Plugin Google ARCore ticked on but whenever I build and run and open my application it still shows black screen I already enable the permission to use my camera and still doesnt show. I am currently using version 2022.3.11f1
Remove the app from your phone and reinstall it. Sometimes Unity messes things up. Otherwise an update to the latest LTS version of 2022.3 may fix your problem.
Hello again! is there any possible way to add like meters on how far you are from point a to point b?
Hi, yes. You can just query the distance or use the path length, which is already in meters.
What are all the changes required for our own blue print according to video go get a proper navigation?
no blueprint here, it's unity ^^
How do you connect with the phone device without USB? Could you may to share it? I'm currently doing similar things with your project...pliz respond
Not quite sure what you mean... I've never connected my phone without USB in this tutorial series, but it should be possible with wireless ADB.
Hello, nice job!
So with this you can scan a qr code at a place you are and you go to another qr code (destination) ?
yes
Hello, great project, but I'm struggling for the dimension of the map, how did you resolve this problem?
One Unity unit is one meter in real life, that's the whole secret ^^
is it possible to add some place options using buttons. When option 1 is clicked it will show location 1, if you click option 2 then location 2 will appear
sure, I'll actually do that in a later part of the series, showing the various "locations" of a scenery with multiple floors. the debug UI uses buttons for this :)
Hi I’m currently working in indoor navigation app but my unity software doesn’t have android settings under player in project setting . Can you help me how to fix this problem
docs.unity3d.com/Manual/android-sdksetup.html
hey FireDragon, thx for the tutorial, do you know anything about "Spatial Anchors"? Those where the AR App after it scans the envirenment knows where the user is, so that we don't need a QR code for the startin point?
Hi, thx for the feedback 😃 yes I know about them and how they can be used. But I wanted to keep this tutorial series as simple as possible. Feel free to extend the sample with anchors. I'll consider them for a separate tutorial in the future 😃
@@firedragongamestudio thx for your respone ^^ Do you know if ARcore CloudAnchors work for bigger buildings with multiple floors and rooms? And which one of those should I use: googles cloudanchors or azures cloudanchors or does apple also have one? and am I good to go when I just chose one of those and try to make them work on ios and android with ARfoundation? sooo many questions 🙊
The line should render when the screen is clicked right? in my case the line is not rendering only. Only the target cube is showign
Check if your line may be too low. I'll explain a few fixes in the next videos, pls make sure to watch them.
to change the line height i should go to indicator then under components alter the index 0 and index 1 Y values, right?@@firedragongamestudio
Is it possible to make the same project in AR template?
You have used 3D template, Right?
Yes, you can use the AR template and no I created everything from scratch. But it doesn't really matter, as the AR template is only a template, using the AR Foundation stuff ^^
Hello. So I measured the rooms of my house and I used paint to represent the map. I got to a resolution of 1380x690, but when I Run the app on the phone, my characters moves almost instantly to another room. I tried changing the scale of the "Environment", then I baked again in the navigator. It somehow made a difference but the character doesn't move accurately in the minimap. If I go left, it goes right, and things like that. I don't think it's a bout the rotation, because the logic somehow changes. I would like to ask you how can I modify the scale. Was the changing of the scale of the environment the right approach? Do you have any other suggestion? And why do you think the navigation doesn't work properly.
Scale MUST be matching th real world, I guess your starting point was set wrong.
@@firedragongamestudio I think I need to recreate the map with cubes in unity. From what I read in the comments regarding your responses towards that question, I saw that I need the scale to be 1:1. So basically if a cube is 1 unit, it's one meter in real life. But I need to do that. Thanks
@@raulpetre8062 did making the map 1:1 fix your problem?
@@samarshrestha5068 Yes, it did help. You must have the real life scalings. One very important thing, is that you must start the app and hold your phone at the right angle. For example I said that If I move left, the app shows that I go right. You can solve that by holding your phone in different positions when you start the app. The origin of your starting point sets itself after you start the app, so the accuracy is based on how you found the "sweet spot" when starting the app
@@raulpetre8062 what do you mean by "You must have the real life scalings"?
Thank you so much for making this tutorial! however, when I tried to implement it on my own and import to my iPhone, the minimap is not displayed on the screen, what displayed instead is a white plane in the mid air, what might be the cause?
Good question, usually the moment you start the app on your phone, your phone itself becomes the world origin (0,0,0), so if you placed the white floor plane on y=0 is floats mid air. Check the other videos of the series, there are unfortunately a few of this small quirks.
Hello, I followed exactly the same steps as shown in this video I did clicked 'build and run' but my indicator isn't initializing, it isn't tracing camera's movement, isn't showing augumented path. Unable to solve the problem please guide.
Feel free to check out the GitHub repo and the follow up videos. That should help.
Also is occlusion function necessary here?
which version of unity are you using which have ar origin session
It's 2021.2 in the video, but the github repo is already using 2022.3
Hello, I am getting kind of logical error when I run the application to in my phone. the directions from the min map(top downcamera) are correct but the ones showing on the AR camera are opposite compared to the one from the minmap
The most likely reason is your starting rotation, when launching the app. You'll have to align yourself to be precisely standing like you set up everything in the editor.
how to get the exact measurement of a building?
I am going to make an Outdoor and indoor navigation app AR for our campus. Im still stuck on where start? Can you help me what should I do first?
Hi, well I guess a good starting point would be to watch these 5 tutorial videos.😃For your project, you can basically use everything presented here for indoor and outdoor usage, as this implementation relies on camera footage and default smartphone sensors. The later videos will introduce QR Codes for, what I call, "Recentering", which is basically smth like an anchor for 3D data to real world points. But you'll have to create some kind of simple 3D representation of your environment, this will be a very demanding task.
The target cube and the sphere is getting placed. Even the mini map is working but the path is not visible. Only the objects are getting placed. Any idea how to resolve this?
The same issue with me
Have you tried tapping the screen once? ;)
@@firedragongamestudio yes I've tried but still not getting the path
Thanks a lot.. Was able to implement!!! Expecting more and more such tutorials on indoor navigation.
@Divya Hegde How did you fix your problem ,I have the same issue!?
hello there, do we have to write our own script according to our floorplan? I've made te project but it's not showing the path :(
Hi, that can happen if the Y position of the line renderer is too low. The next videos (!) will address this issue. The only things that must be changed are the floor plan graphic itself, the walls and the navigation targets. All the scripts are designed to work independetly.
While I click build and run I'm getting two messages as
Android NDK not found or invalid. Please, fix it in Edit / Unity -> Preferences -> External Tools
And
No Adaptive Performance provider package installed. Adaptive Performance requires a provider to get information during runtime. Please install a provider such as Adaptive Performance Samsung (Android) from the Adaptive Performance Settings.
what should i do? I'm using unity version 2022.3
In the unity hub add the Android build support module, if you have already installed it then you might have to reinstall the unity editor
I have done exactly the same , but line and other virtual object also moves when I move . Is there any way to stop them from moving ?
they shouldn't move... pls check if the parenting of the objects is correct. feel free to check the github repo, link is in the description box.
any idea how to create/draw the map after measuring the room? I drew a map but when i walk, i go farther than expected and the distance i walk aren't accurate
Either use a 3D scanner like LiDAR or a Hololens/MagicLeap for meshing with a device. The other way would be to just do it like I did it here and create cubes, which match the environment exactly.
realy educational video. thank you for creating
hi sir! , that line renderer is not showing properly in my project, what modification can I do.
it is not showing path at all.
Answered multiple times in the comments and in the video itself. Check with InEditor debugging (introduced in the next videos) if a path is generated by NavMesh.
Hi, great tutorial. i followed excatly your script but after exporting, there's no line forming to target cube. any idea why?
May i know how to connect with mobile camera?
maybe the line itself it too low. try making it higher in Y
you can always work with unity webcamtexture.
Hello I'm back again I tried to create this using the latest version and I find some problems in XR Origin I did this tutorial step by step and then I build it and open the app the output just shows blank showing the skybox of the unity layout and I cant see my minimap and not opening my camera or somewhat I can't find fix in the forums :( how do I fix this?
You'll have to add the ARCamera Background for retrieving the camera image.
how do i add AR camera in XR origin ? there is an option of camera offset and in that we have main camera , should i use that?
Pls check the GitHub repo, it's configured there.
How did you create the map? Was the measurement exact? Would be of great help if you could let me know that.
Hi, I just rebuilt everything in Unity with simple cubes and the measurements are in meters, like in the real world.
@@firedragongamestudio Does that mean 1 Unit in unity is equivalent to 1meter in real world?
@@adityasprojects7126 yes 😃👍
@@firedragongamestudio Thanks a lot! This has been my dream project! Will follow this. Subscribed!
i will try this out 🙏🙏hopefully no major errors to encounter
@@lettuce8463 There is a new version already, maybe start with this - ruclips.net/video/G3khfWQUa78/видео.htmlsi=viruDRvPzxHKsOfG :)
Hello! It`s really great tutorial. But, when i tried to do this, when i start an application on my phone, it crashes or it shows only black screen. What i need to do? I use 2021.2.3f1 version of Unity. I test an app on Xiaomi redmi note 8 pro
I show a method for debugging in the following parts. Pls try that, maybe it solves your problem :)
Hi
One query please -
Does size of the floor plan matter ? How is the real world room size being matched to floor plan ? I mean how the length of the room will same as we created in unity ?
Hi, one unit in Unity is 1m in real life, so you just have to match this 😃
@@firedragongamestudio hi I did the same, but on ground the line is not getting aligned with the floor map.Any suggestion on how to calibrate the real world dimensions.
@@eshanverma1496 There is an issue where the Y position of the line doesn't match the tracked world. I'm addressing this in one of the following videos, so make sure to watch them 😃
@@firedragongamestudio where is the video ?
@@eshanverma1496 In the Videos section of my channel 😃
can we make floorplan without any exact measurements will it work properly? and how to implement and distinguish
for different floors??
This video is just the first part of a 5 video series. The next videos will answer your question about floors and yes it will also work without exact measurement, but don't blame me if someone is hitting a wall or a door 😉
Nice tutorial. What approach would be the best if we want to have multiple destinations and the user has to choose which location he wants to go to? How can we set NavigationTargetObject at runtime?
Thank you 😃 I tested a similar idea with QR codes as starting points and predefined targets. It's mentioned in the video as well, using ZXing (which I learned is actually pronounced Zebra Crossing 😳). All that's to change is the target for path calculation by scripting.
@@firedragongamestudio Ok Thanks, I will look into ZXing. One thing I wanted to ask is if my position is fixed and I added UI buttons on my canvas for different rooms, will I be able to change the TargetCube(NavTargetIndicator) passed to Indicator based on the button click?
@@shriniket7 Well yes, that's absolutely possilbe, but it will require some extra logic. :)
@@firedragongamestudio Nice tutorial !!! Can you share us when you test it with QR code as initial points and predefined targets ?
@@betelhemgebresilasse7419 Nice suggestion :) I'll try to create a follow up for this tutorial with QR code handling in March!
In the very start to chamge player settings to android i didnt get the android option i got only webgl mac 3 optionswhat shall i do please help
Install the Android packages via Unity Hub.
sir i am getting this error when i am trying to build
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in :0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
seems like there is an error in your android setup.
as you rotate the floor cube by 180 degree but still its axis are in same direction only,but when i rotate my floor cube then my axis also gets rotated by 180 degree,can we plse tell me how to do it in your way?
My coordinate system is set to World, maybe yours is set to Local. That can be changed in the editor scene view on the left upper side :)
Hi I'm back again with a new problem. My Line Renderer has appeared at a minimum with a direction that is probably right for the target object. But line Renderer does not appear in my camera and indicator My sphere didn't move at all, even though I was moving in the real world. Ar foundation and Ar core have been installed according to the video😢
hey, got any fix for it?
Is your phone supported by ARCore?
Hi Great tutorial. How can I add sceled(measured) room map in unity. Because when I implemented measurement was not good. Also navigation line also not visible. could you please help me.
Hi, thx :) My room map is not scaled at all. It's the real measures in meters. The line renderer may not generate th path in your case, pls check the navmesh calculation and your agent if everything is set up properly.
I have entered the qrcoderecenter script, but for the accession menu, the AR camera does not appear
Thankyou for posting videos, it really helps me alot. I'm having a issues in my project, do i need to test the app at the same place and i configured the line renderer where the origin i fixed , but the line is not rendering in real time environment. please help me to sort this issue.
check if the line is to low and occluded by the minimap. the next videos of the series will tackle this problem, so make sure to watch them :)
Hello ! I'm actually planning on integrating the map that I'll be building with another app, how can I do that? App is based on react native
you'll have to generate 3D data at least. there are various ways to do that. your react native app could e.g. create gltf or simply a json file and then generate the room procedural in unity.
Could you explain a bit more, I'll be really grateful@@firedragongamestudio
Great tutorial man!
how did you do that resizing thing at 5:40?
Simply via the scale gizmo of the unity editor.
@@firedragongamestudio thanks buddy.......!
@@firedragongamestudio Hey are you active on any other platform where we can get in touch??? actually I'm new to this thing and often get stuck in some basic issues!!!
@@firedragongamestudio The NavMesh may not be generated properly as the ratio between Agent size and voxel size is large. Try setting voxel size to larger than 0.019.
can you please help with this?
@@tallalaazmi1287 Hi, sry I don't provide support via mail or LinkedIn, as this is a free time project. Technical stuff or features can be requested here in the comments section for future tutorials, but everything else is up to the person further developing based on this tutorial. For the NavMesh issue I'd recommend the second part of this tutorial, where I show in-Editor debugging.